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CD Action 12 A
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bonus
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!BONUS
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SOLUCJE
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TOONSTRU
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TOONSTRK.TXT
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1997-03-12
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Toonstruck Walkthrough
Part 1
Go the the bottom right door to enter the lab and talk to the flustered
bird, named Bricabrac. Exit the lab and enter the top left room, which is
King Hugh's trophy room. Talk to the Butler (Footman) about the bird.
He'll let you know that you can probably find BricaBrac's glasses ON
BricaBrac. Go back to BricaBrac and talk to him, and he'll find his
glasses in his pocket. He'll tell you about the cutifier and that you
need to find 11 items scattered around the world to use in the cutifier.
Here are the list of requiried items, plus where they go:
* SOLE to go with the Heart
* PINS to go with the Needles
* ARROW to go with the Bow
* CLOAK to go with the Dagger
* BELLS to go with the Whistles
* NUTS to go with the Bolts
* PEPPER to go with the Salt
* STARS to go with the Stripes
* SPIT to go with the Polish
* CHAIN to go with the Ball
* ROLL to go with the Rock
Leave the castle and talk to the guards. When one of them drops a key,
grab it. Go back into the castle and use the key on the locked door to
the left. Click on Flux and use him on the ladder. He'll get the Costume
Voucher. Click on the rug. Pick up the music box on the dresser drawers
and read the note. Click on the drawers to start a puzzle. You need to
make it so the top and bottom drawers are out, which opens a secret door.
Go through the trap door. Once inside the cellar, click on Flux and use
him on the loose floorboard. Drew will launch Flux up, releasing the top
trap door. Go back up and replace the rug. Pull the cord.
Leave the castle. When you get into the town, go inside the Irish Pub.
Click on the mouse so he'll move to the rear of the bar. Use Drew on the
organ to play a tune and make the mouse dance. When the mouse is busy
dancing, use Flux on the mousetrap. The bartender will give you a
tankard. Take the stunned mouse and take notice of the telephone on the
counter.
Head back to the castle, and go into the now empty trophy room. Replace
the tankard with the golden watering can. Also pick up the Red Herring.
Leave the castle.
Make your way through town until you reach Fluffy Fluffy Bun Bun. Talk to
her, and she'll tell you she'll give you some cotton candy for some
popcorn. Exit to the left and talk to the Carecrow. He has a cloak that
he'll give you in exchange for a new outfit. Take one of the corn cobs.
Enter the barn and talk to the cow, the sheep, and good ole Elmer. The
say their Churnatron, which makes butter, is missing a part which is
hidden in the Haystack. Use the watering can on the fertilizer to get
some. Exit the barn.
Head down from the Carecrow to a screen with the nuts you'll need, as well
as the pepper. Go left and then go left again. You'll be interrupted by
B.B. Wolf, who wants some wine in exchange for letting you pass. Exit
back right, then go up.
You should now be at the tram which takes you to Zanydu. Use the knocked
out mouse on the right hand which is sticking out of the tram. Then use
the fertilizer on the mouse to wake him up. Go inside the tram and use it
towards Zanydu.
At the Zanydu intersection, go right, which will take you to the WACME
store. Stand in front of one of the doors until the light above it is on,
then quickly click on the door to get in. If you don't, Drew will
constantly get spit back out. Talk to Warp and Woof, the two patrons.
Ask for demonstrations of their latest inventions. When they demonstrate
the boxing glove, look for the stars to appear over Warp's head. Quickly
get the stars. Also check out the portraits on the right wall. Notice
the Sentry Guard, and his color code (telephone number). Go back to the
Zanydu intersection.
Go to the left, which will take you to Jim's Gym and the Toilet Sentry.
Talk to the guard. He'll tell you it takes him 30 minutes to get home.
Also look at the advertisement poster hanging on the wall out front of
Jim's Gym. Now go back to the Irish pub to use the phone.
Dial up the Sentry's telephone number and he'll tell you he gets home at
6:30, which means you need to set the Zanydu clock to 6:00. Next call the
number for the WACME contest. To win a WACME item, you'll need to answer
all the questions correctly. Here are the answers:
* Warp's fur: Orange
* Jim's fur: Blue
* Woof's fur: Purple
* Woof's collar: Green
* Sign for Jim's in Zanydu: Blue
* Sign for WACME in Zanydu: Red
* Plant Pots: Purple
* Fish Tails on Outhouse: Yellow
* Sentry Guard Fish Colors (Left): Yellow
* Sentry Guard Fish Colors (Right): Red
* Moutains: Orange
* Gym Floor: Red
After completing the quiz, pick up the package outside and you'll receive
the jumping beans. Go back to Zanydu, and go to the clock.
Set the clock to 6:00.
Next, go inside WACME and show Woof the jumping beans. You'll be allowed
to use the Gift-o-Matic. Use the start/stop button to get the magnet, the
mallet, and the glove. Go to the bard.
Use the magnet on the haystack to get the missing Churnatron part. Use
the part on the Churnatron. Take the butter. Go to Jim's Gym in Zanydu.
Use the butter on the vaulting horse. Talk to Jim until he offers to
demonstrate his techniques. Once he does, he'll be out of the way. Use
the Pumpatron to get strong. Go back to Cutopia, in the center of town.
Go into the arcade. Use the Mallet on the Strengthometer and you'll win
the wine. Take the bells from the broken Stengthometer. Talk to Fingers,
the cashier. Play him in the arcade game and beat him to win the chain.
Go to the bakery.
Talk to Mee and Dough, the two frogs. Give them the butter. Use the
piano to get the broken guys. Go back to the bard, which is now a bit
different.
Use the watering can on the poison (previously the fertilizer). Go to the
screen with the pepper plant and the nuts, and use the poison on the
pepper plant. Take the pepper. Go back to the barn and get some more
poison.
Go left and give the wine to B.B. Wolf. You'll end up in a pot, ready to
be eaten. To get out, quickly click left and right on the pot, waiting
until the pot sways all the way in one direction. After awhile, you'll
finally get rolled out. Once out and all the animations are over, take
the dough that the frogs gave you and use it on the spit, which will give
you the roll. Take the spit. Use the corn on the fire to make popcorn.
Take the popcorn. Take the book on the table and examine it (Squirrel
Mating Rituals). Leave the cave, then go right.
You are now in the Malevolands town center. Go to the upper right
building and take the ink pad. Solve the slider puzzle (the safe) to get
the Hole, which will allow you to transport to each town center quickly.
Use the ink pad on the music box. Then use the music box on the costume
voucher, giving it the seal of approval. Head back to Cutopia and enter
the costume shop.
Show the clerk the stamped voucher. When you are offered the costumes,
pick the Harlequin costume. Give the Squirrel Mating book to the clerk to
get the book of Enigmas. Go back to the Carecrow.
Give the Carecrow the Harlequin costume, and you'll get his Cloak. Go
back to the Malevolands.
Get the piece of meat that the bouncer throws aside (on the right side of
the screen). Go to the lower right building, which is the robot place.
After talking with the robot, give him the book of Enigmas. Once he is
out of the way, take the plunger.
Go back to Zanydu and head left. Enter the fish outhouse, now that the
Toilet Sentry is gone. Use the plunger on the toilet to unclog it. Read
the toilet paper to learn how to play Fish Flushing. Use the red fish in
your inventory on the toilet. Flush the toilet. When the green fish is
in the bowl, flush again. The green fish is the SOLE fish.. which is what
you need to go along with the Cutifier's heart. Go back to the Zanydu
intersection.
Go straight to see the vulture. Use the meat in your inventory with the
poison. Use the poisoned meat on the vulture. Take the sign he was
sitting on (the arrow). Examine the vulture to get the feather. Go to
the barn.
Give the feather to Marge. Take the glue. Go back to the Malevolands.
Use the cloak in front of Seedy's to enter. Use the glue on the blue
bear's bowling ball when it is in the return. After the animation, use
Flux on the bowling lane. You'll get the Golden Pins from Seedy (to go
along with the Cutifier's needles). Go all the way back to the Cutopia
castle.
Use the spit on the locked cabinet (the hole in the side). You'll get a
stuffed cat. Go see Fluffy Fluffy Bun Bun.
Give Fluffy the popcorn and you'll get the cotton candy.
Use the cotton candy with the glue in your inventory. Use the piano keys
with the glue in your inventory. Use the cotton candy and piano keys
(both now with glue) on the stuffed cat. Finally, use the jumping beans
on the stuffed cat. Go left to the Squirrel.
Use your new creation on the doorstep of the Squirrel's tree. Use Flux on
the tree and he'll get the nuts. Return to the castle.
Go see BricaBrac and then use all the correct objects in your inventory on
the correct place in the cutifier. After that is complete, push the
button.
Part 2
You are now in a jail cell. Talk to the guard, Snout. After the
conversation, click on the mat when he is looking the other way. You'll
get a crystal. Now click on the mat again to take it. Use the mat on the
bars of the cell to make dust, which will cause Snout to sneeze, spitting
out the key. Get the key. Use the key on the keyhole. Talk to the bird
for clues on the book puzzle. Go right.
Click on the Clown Security Door. This is just a game of follow the
leader. Just click on what the clown moves. You'll have to do it about 8
times. Everytime you mess up, you'll have to start over, and it is
different each time you try it.
Go inside and visit Spike the Clown.
Exit, go up the stairs, and then go right. Examine the bookcase. Pull
the red and blue books in this order:
* Blue 1
* Red 1
* Red 3
* Blue 2
* Blue 3
* Red 4
* Red 2
* Blue 4
Go into the passage and use the music box on the sleepy guard. Examine
the monitor. Look at all the stations. Leave the monitor on the station
which is monitoring the knight upstairs. Use the magnet on the bolted
plate which is on the ceiling (and under the knight). Now just move the
knight around, following the raised tiles. Exit both rooms until you are
back at the stairway. Go up another flight.
Click on the left gargoyle and get another crystal. Go downstairs twice,
back to the dungeon.
Go up from your cell, which will take you to the Climatron. Press the
button to open the air vent. Go inside. Use the fly costume on Drew to
climb up. You'll be in the bathroom.
Use the sink plug, then use the sink tapes to flood the bathroom. Open
the medicine cabinet to get the chloroform. Fill the watering can with
water from the sink. Exit down the air vent.
Go left and through the clown security door. Wait until Spike puts down
his nose and powders his face. Use the chloroform on his nose. After he
passes out, take the balloon and then the pin. Use the balloon on the
helium tank. Go back to the room with the Climatron (exit, down stairs,
then up).
Examine the Climatron controls. Use the pin on the controls. Select
COLD.
Go up the air vent and open the bathroom door. The guards will come in
and get removed. Exit to the right. Go downstairs. Click on the horn on
the right hand gargoyle. You'll have to go the long way around to keep it
there. Go upstairs, enter the bathroom, and go down the airvent. Now go
back upstairs to the gargoyle and click on the right gargoyle. You'll get
another crystal. Now go back to the Climatron.
Use the pin to the HOT position. This will make the fish jump out of the
aquarium outside. Change the temperature back to normal, take the pin and
quickly go up to the fish bowl. Take the treasure chest from inside the
fish bowl. Examine the chest and you should get a key.
Go up to the 2nd Floor and then right back into the room with the Knight.
Click on the knight to take his gauntlet. Go upstairs into the armory.
Use the pin on the crate to open it up and meet Ray. He'll give you the
final crystal. Now use the crate to get in it. Go right towards the TNT
to hop there. Everytime you hop one of the henchmen will look over at
you, don't hop if one of them is looking in your direction. Once you get
over there, you will automatically get the TNT. Go down to the 1st Floor.
Go left into the kitchen. Use the watering can on the chef robot. Take a
turkey from the pile. Use the TNT on the turkey. Open the stove door and
use the turkey on the heat, lighting the TNT. Use the new turkey recipe
on the dumb waiter (to the left). Go upstairs and go to the room you just
destroyed.
Take the pool cue. Exit to the 3rd Floor.
Use the key on the right hand door. Click on the sunglasses on top of the
bookcase. Click on the new switch behind the bookcase to start the fan.
Click on the desk chair. Click on the glasses on the moosehead. Put on
the fly costume to make the Venus Flytrap spit out the glasses. Break the
vase with the mallet. Take the sunglasses (Hooray!).
Go up on more flight of stairs. Use the gauntlet with the pool cue in
your inventory. Use the new stick on the button. Go right. Go to the
left door and use the balloon on Drew. Click on the Voice Recognition
Device. You want to imitate Lugnut (the one with the big ear). Go left.
Put on the sunglasses, which with hynotize Ms. Fortune. After she is
yours, click on her, then the door and she'll go outside. Click on her
again and then click on the hand scanner on the right door. Go through.
Use the control panel with the four holes. Use the crystals on the holes;
put blue on top, green on the left, red on the right, and yellow on the
bottom. Pull the lever to remove the warp device. Take the warp device.
Click on the monitor by the left door. You need the switches to be "On",
"Open", "Open", and "Deactivated". To do this, you need to make the top
left knob face down, the top right knob face up, the bottom left knob face
up and the bottom right knob face down. Go through the door.
Click on the Malevolator.
The End
Doug Radcliffe
doug@ogr.com